Random Thoughts – Randocity!

Disney to reopen amid COVID surge

Posted in amusements, botch, business, disney by commorancy on July 7, 2020

According to reports, Disney intends to reopen its parks despite the current growing COVID-19 surge. Let’s explore.

Irresponsible

Let’s understand that Disney operates its parks to comfortably sport anywhere between 30,000 to 50,000 guests (on average) in the park at any one time. Though, it is stated the park is designed to hold up to 100,000 people. Though, if 100,000 people are in attendance, the lines will be massively long, the park will be intensely crowded and affords a situation that becomes ripe for COVID transmission that no amount of “planned” virus reduction measures can mitigate. In short, overcrowding and COVID-19 cannot work together.

Even at 10,000 people in the park (assuming Disney decides to self-limit), that’s still well enough people milling around that transmission will be exceedingly easy and inevitable. We already know that COVID-19 lingers on some surfaces, like metal, for several days. That means that riding a ride containing metallic surfaces, after someone infected has ridden, greatly increases your chances of getting COVID-19 through touch.

Open Air

Disneyland, Disney World and The Magic Kingdom are mostly open air environments. This means that aerosolized virus droplets can’t linger for too long, but they can land on surfaces. However, when you get inside of closed environments, such as restaurants, merchandise shops and dark rides, virus droplets can linger for quite a long time in the air (without proper ventilation)… and these droplets can also land on and infect merchandise, paper cups, utensils and particularly open condiments. It can also land on your ride’s seat cushion, handles, lap belts and the lapbar restraints.

In short, open air won’t necessarily mean your trip to Disney will be virus free. In fact, because Florida is presently having some of the highest cases in the nation, the chances of catching COVID-19 by visiting Disney World is exceedingly high… if even simply by staying in a hotel.

Trust in Disney

Disney hasn’t been the most trustworthy company in recent years. Of Disney’s reopening plans, Ron DeSantis (Governor of Florida) states:

We have to have society function. You can have society function in a way that keeps people safe. And when you have all of the different procedures that they have in place, people are going to be—it’s a safe environment. Disney, I have no doubt is going to be a safe environment.

No one, not a Governor, not a health official, not anyone can make an assertion that Disney will be a “safe environment”. The nature of amusement parks is taking risks. That’s why people attend amusement parks and ride rides. The thrill of the ride is worth the risk.

Though, there’s a big difference between being able to control the forces of inertia and being able to control an invisible virus you cannot even see. No, DeSantis is towing the line that Disney wants to hear (and that Florida’s economy needs). DeSantis wants the park open, not because it’s truly safe and virus free, but because Florida’s economic future depends on it… and in general, because tourism drives much of Florida’s income. Without tourism, portions of Florida won’t have much of a future.

DeSantis also stated the following of both Universal and Disney’s reopening plans:

I’m really impressed with what Universal’s done, and I’ve looked at Disney’s plan and it is very, very thorough.

Thorough won’t protect everyone all of the time. Disney may disinfect the park nightly, but that won’t help the interim times when perhaps thousands of people have ridden a ride or eaten at a table or sneezed on cups immediately before you arrived.

Amusement and Health

If your personal amusement is more important to you than your health and well being (and the health of those around you), then by all means head to Disney and ride the rides and indulge in the eats. If, however, you value your own health and the health of your loved ones, you should avoid visiting any amusement parks no matter what “plans” Disney or Universal may have made to help combat a virus that no one can see.

Plans have a way of unraveling, particularly when we don’t even know all of the factors which must be managed. Disney’s plans are probably, at best, 25% complete. That means that 75% of things that can happen to infect you haven’t even been addressed.

Judging the health and safety of the public is not something a governor should be doing. That should be the health department.

Pandemic Surge and Reopening

In the midst of a surging pandemic, planning to reopen a business that’s sole intent is to draw large crowds the size of Disney parks is not only reckless, it’s completely irresponsible. Large close crowds are exactly the vector for virus transmission. There is absolutely no way Disney has planned for every contingency or vector of infection… particularly because Disney can’t plan for how large the crowds may get. In fact, it’s entirely counter for Disney to turn away crowds which help drive revenue into the park. They’re not going to do this.

Turning on UVC lights every now and then or limiting attendance can only do so much. This virus is, at best, unpredictable. We already know that COVID-19 has a days-long no-symptom period when the virus makes the person heavily contagious, but the person shows no outward symptoms. It will be these very contagious carriers who will visit Disney World and Disneyland and not only carry in the virus, but they will spread it throughout the park by infecting everything they touch and the people around them. Even a simple sneeze or cough can carry the virus throughout an environment for a lengthy period of time and infect any number of people or land on surfaces which can be touched.

There is nothing Disney can do to plan for keeping their park virus free. The only way Disney can reduce or eliminate Disney parks as a source of COVID-19 infection is to test every visitor on the way into the park and deny entrance to any visitors who test infected. Even then, that’s not feasible because testing is very slow (hours) before results are back. Even then, there’s a high probability of both false positives and false negatives. Disney can’t (and more importantly, won’t) spend the time or money to do this for every visitor.

Ride Disinfection

Let’s understand the basics of how Disney could plan for ride disinfection management.

If Disney were to truly want to reduce exposure to COVID-19 on rides, every ride must close down and disinfect after every single ride. The ride cars would have to be put through a UVC light bath for approximately 5 minutes after each and every ride. This is not feasible for a park like Disney where getting riders through as fast as possible is the goal.

To further this line of reasoning, Disney would need to require reservations for all rides in advance. No lines would be present on any ride. Queue lines and queue houses must remain closed. At ride time, riders will gather and stand in a 6 foot enforced distanced line wearing masks, but of course that line couldn’t be shielded from passers by… a source of infection.

Riders are loaded onto the ride, one by one… distanced by one car between each rider. That means half as many riders per ride. At the end of the ride, the ride will pull into the station and each car must exit, one by one separately ensuring 6 foot distance between each rider.

After the car is empty, the ride is summarily closed. The car is then backed into a UVC light bath and disinfection commences for 5 minutes. Then Disney repeats for the next set of riders. Can you say, “cumbersome” and “time consuming”?

Let’s understand that even with all of these measures in place, you can still catch COVID from a rider in front of you. If the front most rider ahead of you is infected and sneezes, their droplets can carry onto you and infect you. Even if Disney enacts very strict ride disinfection measures, there’s still no guarantee you’ll walk away without COVID-19 after riding. The only way that would work is to fill the car with one party per ride. Yeah, that’s not feasible in a park the size of Disney’s.

Above all of this, operating an amusement park ride this way will ensure that very few people get to enjoy the ride in a day… way fewer than is otherwise normal for Disney. Disney is all about pushing through as many riders as possible. Performing such a thorough disinfection after every ride is entirely counter to this and will result in much lost revenue. A park can’t (and won’t) operate like this.

Restaurant Disinfection

Here’s an infection vector that’s even more difficult to manage than rides. The only way restaurants can work at Disney is to deliver your food to you directly. In fact, you should be required to order your food in the Disney app for delivery to your present phone’s location (using location tracking). All food must be delivered inside of sealed bags and the items inside the bags must only have been handled by Disney employees.

Restaurant seating becomes an issue, though. We all want to eat inside some place comfortable and air conditioned. The problem is that this type of communal seating environment cannot be controlled… not by Disney, not by anyone. If Disney wishes to use sit-down style restaurant seating, then the tables must be completely UVC disinfected after every use.

It is very doubtful that Disney has had the time to build any kind of automated system to blanket a table and UVC disinfect it. In fact, to do this, you would need to build a carousel type system with two seats back-to-back, where the seats attach to a turntable and spin around to a non-visible side. One table seating is disinfected, the other spun around to the non-visible side and is in the process of being disinfected.

Though, UVC light is caustic to humans. Any UVC light leakage would need to be strictly controlled.

It is very doubtful that Disney or Universal have taken disinfection this seriously or to this level. No company is going to invest a million or more dollars into equipping their restaurants for such a sophisticated UVC disinfection system. Instead, they’re going to rely on the use of dirty towels and bus staff to wipe down seating and tables. A towel is simply going to move the virus around, not kill it. It’s almost impossible to perform proper disinfection of tables and seats prior to seating a new party.

A new restaurant party will be lucky if a table is even properly bused after the last party has departed. If it’s a large party, 10-20, good luck with getting anything disinfected.

Merchandise Stores

The final place where Disney will need to address is merchandise. Because people want to touch and feel the things they’re about to buy, this must stop. The touchy-feely time is over. Merchandise stores must only sell like the restaurant example above. You order the merchandise you want through an app and an attendant stops by to deliver your items in a sealed bag that has only been touched by Disney employees. If you wish to return an item, you’ll have to do that through an automated returns system and by dropping the returned item into a slot at the front gate.

Disney Employees, Testing and Infection

Disney park employees, otherwise known as “Cast Members” (a cutesy moniker to be sure), must be properly tested daily prior to entering a shift. If any Disney employee tests positive, they must be sent home for a mandatory quarantine period and will not be allowed to work.

Disney employees are clearly a vector of transmission that Disney can’t control. I seriously doubt that Disney has procured enough tests to test every single “Cast Member” daily, prior to their shift. There will be a number of Disney employees who will actually become the vector of infection and transmission for COVID-19… simply being a ride loader, being a merchandise seller or by selling foods to guests. It’s inevitable. You can’t prevent “Cast Members” from transmitting COVID-19 to guests in the park. You can’t do it without daily testing. Even then, testing is only as accurate as the test type you’re using.

If Disney decides on simplistic symptom tests (i.e., temperature), then that ensures park employees will not only infect guests, they will also infect other employees. Eventually, Disney may have to close its parks again when the number of infected “Cast Members” impacts the ability of Disney to operate its parks.

Health and Safety

Disney’s only choice, particularly during this heavy resurgence, is to postpone opening of the park until later… much, much later. I get why Disney is pushing to reopen. Disney is losing money by not reopening. To them, it’s more about the money than it is about keeping you, the guest, healthy and COVID free.

You must choose to trust Disney or not. You must choose whether to visit the park or not. Only you can look at this situation and decide whether it’s worth the risk. If you believe that your risk of infection is low, then by all means head there and visit.

Having worked at an amusement park for 7 years at one point in my life, I can definitively state that no matter what measures Disney claims to be putting in place, it’s all for show. None of it will last. It’s entirely health theater. They’ll state they’re doing all of these things, but at the end of the day none of it will get done because it’s too costly, too problematic and, most of all, too time consuming for staff. Disney may put up a good show for a week so that reporters can visit and “see” the theater, but after the reporters are gone, so too will all of their theatrical “planned measures”.

If you want to put your health at risk over Disney’s health theater, then be my guest. Book a trip, stay in the hotel and indulge in all of the buffets. Make sure you get a good large dose of COVID all along the way. When you get home and the symptoms hit, you can head to the hospital right away. After that, it’s up to your body to do the work (or not).

Consider this final question. Is it really worth risking your own life AND spending $1-2k per person merely to buy yourself COVID-19? That’s an awfully expensive Disney virus.

↩︎

Remembering the Star Trek Experience in Las Vegas

Posted in amusements, entertainment by commorancy on November 9, 2019

las-vegas-sign.jpgBack in the late 90s and into the early 00s, the Las Vegas Hilton had a Star Trek attraction called The Star Trek Experience. This attraction morphed some over the years and added new features, but its first attraction remained its most impressive. It closed in 2008. Let’s explore and remember this amazing attraction.

Star Trek at the Las Vegas Hilton

The Las Vegas Hilton was a casino and hotel not far off the strip at the south end. Down at this end of the strip and at the time you’d find hotels like the Stratosphere, the Sahara and Circus Circus. Though the Las Vegas Hilton wasn’t on the strip directly, it was not far off of it across from the Las Vegas Convention center.

To combat its off-the-strip location, it employed various marketing practices to entice would-be gamblers to head to this hotel and casino. In that effort, in 1997, it enticed Paramount to build its Star Trek Experience attraction at the hotel where it remained in operation until 2008. I actually liked this casino, not strictly because of its Star Trek area. Today, this hotel is no longer named the Las Vegas Hilton and the Star Trek Experience no longer operates there having lost its lease. The hotel was later briefly renamed the LVH and is today known as the Westgate Las Vegas Resort and Casino and received this rename in 2014. It no longer bears the Hilton name.

However, back in the early 2000s, The Star Trek Experience was something to behold.

Star Trek Experience

This experience was like none other that I’ve visited. When you first entered the hotel where the attraction lived, the Star Trek Experience was to the left. The hotel was to the right. There was also a bar to the immediate right. In fact, the entire casino portion of the hotel around the entry way was entirely space and futuristic themed. This included everything from the carpeting, to the beams to the lighting and even the slot machines had a futuristic theme. The Hilton did up this area right and it entirely looked appropriate with its space theme.

As you entered the Star Trek Experience, the entry way consisted of basically a museum of Star Trek props, video screens running, large starships were suspended from the ceiling, including the Enterprise. As you made your way into the area, you came upon a desk. This is where you bought tickets to enter the show. When it was just the Star Trek Experience alone, you had two ticket choices: the museum alone or the museum and the experience together.

Whichever ticket you bought gave you admission to mill around the museum and look at the props and use the interactive exhibits. The museum encompassed mostly the entry way and ran up into the upper level. The Star Trek Experience had two levels. The upper level, which the museum had ramps and/or stairs to lead you to the queue line. The downstairs included various gift shops and Quark’s restaurant and bar. We’ll talk about the downstairs a bit later.

In the museum, one of the interactive exhibits was a pseudo functional replicator. Of course, it didn’t replicate anything, but the screen in the well area simulated the replication of food and drink items. It was interesting, but it was also a little bit cheesy in quality… as were many of the interactive exhibits. They really weren’t cutting edge when this museum was in operation. The museum portion of the Star Trek Experience wasn’t really the reason to go there. In fact, I found the museum portion to be of such average quality that it kind of set off warning bells that the actual experience itself might not fare much better (at least when you’re a first timer). In this case, it is very much a don’t-judge-a-book-by-its-cover situation. The Star Trek Experience show part was well worth every cent of that ticket price… at least to me. The museum, on the other hand, was a rip-off that I wish that I could have skipped. Unfortunately, you were locked into buying both with one ticket if you wanted admission to the “show”. To me, it was just a way to boost the ticket admission price.

The Experience Itself

After you made your way to the back of the museum, there was a queue line where you would queue up for the next show. The shows ran about every 15 minutes or so. This meant you could stand in line for up to 15 minutes for the next show, assuming you were in line at less than the number they admit per show. The show itself could only house maybe 15-20 people. I don’t recall the exact number, but once they counted enough heads into the show, the line closed off to wait for the next show.

I visited the show maybe 3 or 4 times while it was open over the years and I think I had to wait one time for the next show because of the head count situation. If you had intended to visit the show at certain times of the day or on certain days, you could encounter larger crowds. If you went on some weekdays, you could breeze through the line into the next show.

All the while you’re standing in line, there are TV displays talking about various Star Trek stuff, sometimes showing excerpts from the TV show or the movies. As you move to the head of the line, there’s a monitor that talks about the safety requirements of the show itself. The museum extended down the queue line hallway which housed props and costumes from characters such as Lursa and B’ator and various Spock outfits from the then recent movies. While the museum portion was interesting enough for the first time visitor, it was simply wallpaper on subsequent visits. It wasn’t even very impressive. I can’t recall the museum updating its contents or remodeling during the entire run of The Star Trek Experience. I could be wrong about that, but that was entirely my impression of the museum area. I personally would have been just as happy to skip the museum cost entirely and jump right into line.

Once you were let into the Experience, you were led down the hall into a small blue room with an interesting lighting concept. You were asked to stand on a line. I believe there were 5 yellow stripes down the center of this rectangular blue room. This meant there would be 5 groups of people each standing on a line. Everyone was situated so that you were standing in the center of the room not touching any of the walls. If you inadvertently leaned on a wall or were touching it, one of the staff would loudly request not to do this.

Once everyone was situated on their line, we were directed to look up and forward to a screen which ran a video that began the entire Experience. Mostly, it discussed safety protocols and not leaning against walls and blah, blah, blah. It was a mostly cheesy video that really was nothing more than what the staff had already told us about standing on the lines. In the middle of the video, the lights begin to flash and there’s a bunch of audio noise as if the power is going out and the whole room plunges into darkness. And… pitch black it was. You couldn’t see your hand in front of your face. There was no light anywhere.

Suddenly, there’s a huge whoosh of air flow all around. It wasn’t gale force or anything, but it was a startling cold breeze that didn’t seem to come from any specific direction. Then, the floor and ceiling lights come on and… we’re now standing in the center of a transporter room. A literal round, brownish transporter room. The circular room with a circular ceiling, light in the center and all of the paint job of a Next Generation transporter room. It was uncanny. Gone was that small blue room with its yellow lines and in its place was an honest-to-goodness transporter room.

The effect was uncanny and astounding. It was the single thing that made the entire Star Trek Experience worth its price tag. I could have walked out of the Star Trek Experience right at that point and I would have felt satisfied.

But no, the show had only just begun. Two people dressed in Next Generation jumpsuits walk in and one explains that we were transported and intercepted on the Enterprise. The show proceeds on the premise that one in the crowd is related to someone on the Enterprise and that gave the whole show its “story”. As we are led from the transporter room, we are led onto the bridge. This is where the whole story derails a bit. Randoms transporting onto the Enterprise are not likely to be lead to the bridge due to the possibility of takeovers. That’s a breach of protocol. Instead, we likely would have been led to a cargo bay large enough for a crowd of our size or perhaps some place like Ten Forward. I digress.

Anyway, we are led to the bridge… and, a marvel that bridge was. This TNG Enterprise bridge set reconstruction was amazing and entirely spot on. From the wooden arch in the back to the seating just below to the helm control seats in front of the screen. The lighting was spot on, the paneling, the paint job, the leather on the seats… everything was as spot on as I could have ever imagined. It was simply an amazing bridge replica.

Because the story needs to progress, we are again lined up either around the back of the bridge or around areas where the ‘actors’ could do their thing without obstructions. The view screen begins showing a ‘transmission’ about the “heir” being transported aboard for safety and a bunch of blathering ensues between the screen and the actors. The hired actors ranged from decent to downright bad. It all depended on the show. Most of the ‘actors’ were hired due to their height and weight proportions… not so much for their acting abilities. I can guarantee you every single person wearing those TNG jumpsuits looked immaculate in them. They could have easily been an extra in any TNG episode. Everything about this part of the show was high quality. From the costumes to the communicator on their outfits to the pips. Everything was nailed perfectly. In fact, it was so perfectly designed, the show could have used one of these bridges in a pinch had they needed to film there.

The concept of the show itself was really its weak point. The story was designed to enthrall the audience, having them become active (sort of) and unwitting participants. It worked to rope the audience in, but the story was just not that great… and the next part bears this out.

As the whole bridge scene ends, we are led out of the bridge into a oversized turbolift. Once we’re suitably situated into the “turbolift”, the whole thing rocks a bit, the lights flash, there’s some sound and an announcement during the commotion and then it all subsides and the door opens. Not a terribly convincing effect here, admittedly. We’re told while all of the commotion ensues that something is firing upon the Enterprise. At this point, this is where the magic kind of dwindles a bit. As we’re led out of the turbolift, we walk down a hallway that looks more like a hallway on DS9 than the Enterprise and then into an open area, presumably a Shuttle Bay where there’s a shuttle craft parked waiting with the door open. There are also visible EXIT signs along the walk which completely break the magic and which were presumably required by law. As I said, the magic kind of ends here. The shuttle bay area wasn’t that well designed and the shuttle interior looks like a cheesy motion simulator, which it in fact is.

At this point and once we’re in the motion simulator, the “experience” concludes with a ride in a movie based motion simulator that sways, rocks and jerks in time to a movie. The difficulty with the “movie” is that I always found it to be blurry and not a great experience. It was filmed and I believe it actually used many from the TNG cast, but the overall story just wasn’t that great. Additionally, the simulator’s movements were overly herky jerky. If you were one with back or neck problems, you’d want to skip this last part of the ‘ride’ entirely. This part was extremely hard on even people with healthy backs. Again, Shuttle Crafts would have been designed with inertial dampeners and, in fact, you probably wouldn’t have felt much movement at all with the inertial dampeners operating, even when diving and banking and whatever other screen movements were going on. In reality, the entire rocking, swaying and jerking motions were entirely unnecessary and pointless. As I said, the magic dies pretty quickly once you get into this cheesy motion simulator ride.

If the show had ended on being transported back out at the end, that would have been something I could have found to be a befitting ending. At the end, when we exit the shuttle craft, we’re back on Earth and the room looks like a standard building interior. We are led to an elevator and are deposited to the gift shop and restaurant area below the attraction.

The entire show experience lasted perhaps 15 minutes all told, most of it being the movie at the end. The sets built and costumes used were all spot on. The actors were of average quality, many of them you could tell had been doing it for far too long. What I mean by this previous sentence is that when someone performs a script too frequently and constantly, the performance can suffer from being fresh or genuine. Instead, most of the actors seemed too rote even though they stayed fully in character. Though, the actors all being height and weight proportionate certainly made the costumes look all the better. There was certainly not a single overweight actor there. That didn’t excuse the rote performances.

Gift Shop and Restaurants

After the final elevator deposited us into the gift shop area on the lower floor, we were left to shop at various stores. I recall there may have been 3 or 4 different gift shops with Quark’s bar and restaurant being the primary food place there.

While I did eat at Quark’s once and the food was typical for a mid-high-priced American Bistro like TGI Friday’s or Chili’s, the reason to go there was simply for the ambiance and the unique menu. The bar itself did resemble Quark’s bar on DS9 without Dabo. Though, I think it would have been more appropriate to build Ten Forward over Quark’s. While the area downstairs was themed DS9, the shops themselves looked more like a mall shop than it resembled being on a futuristic ship. On the other hand, the wares being peddled ranged from cheap crap to middle of the road to high end props. It depended on the shop.

I didn’t buy much from these stores because nearly everything was way overpriced. Even Quark’s was overpriced for the type of food quality. As I said, the only reason to eat there was its atmosphere and its unique bar drinks. As for shopping, I always liked to look at everything in the shops, but look only, not to buy. Of all of the times I visited, I think I may have bought perhaps one or two small items.

Costumed Actors

In the shop area, you’d also find additional actors in various Star Trek dress. Some were dressed like Klingons, some dressed like Ferengi and some dressed like TNG officers, male and female.

As I understood it, the people working these “roles” were actually hired as actors by Paramount. In the Experience attraction itself, these people actually had speaking roles. Downstairs it was all free form. You asked questions and they would ad-lib answers in their character. Mostly it was for photo op purposes. I recall that you could only take pictures in the shop area, but I could be wrong about photography even in this area.

Photographs were entirely off limits throughout the attraction and the museum. Though, many did sneak pictures here and there.

Behind the Scenes

Later during the run of The Star Trek Experience (toward the end of its life), the show began offering a Behind the Scenes / “Making Of” ticket purchase. This was separate from and unique to the original show. Instead of going through the show like normal, in between the shows you would take a tour of the set behind the scenes while a show was in progress. You would get photo opportunities on the Bridge itself that you don’t get during the Experience show.

The behind the scenes also showed how the gimbal setup worked for the transporter effect. Basically, the entire blue room was on a gimbal / fulcrum of sorts utilizing creative lighting, sound and set movement. In about 10 to 15 seconds, the entire room (walls and ceiling) sans floor moved swiftly upwards. The “transporter set” round ceiling and walls quickly moved into place just below the now raised room. When the lights are brought up, it’s as though you’re now standing in the transporter room. The effect is uncanny and astounding. It’s even more astounding when you realize the engineering involved in getting this to work so seamlessly, quickly and silently. The behind the scenes showed a much slowed down version of it to show how the effect was achieved. Amazing engineering.

The gust of breeze was an unintended side effect of the room volume being raised up so rapidly. It wasn’t designed as part of the effect. When something that large moves that rapidly, air is displaced. Because the air movement heightened the transporter effect as a happy accident, no effort was employed to get rid of it. Even after knowing how the transporter effect was achieved, subsequent visits, at least for me, were just as mesmerizing. In fact, the entire transporter effect was the entire reason to visit The Star Trek Experience. The rest of it was all gravy. The transporter effect was worth the price of admission alone… which is why I wished they had utilized it twice. Once to start. Once to end it. The cheesy motion simulator was a big letdown after all that had come before.

In fact, the transporter effect and the bridge were the two most immersive and amazing portions of the attraction. Unfortunately, everything after these two segments, the immersion begins to fall apart, almost completely falling apart while being escorted to the “shuttle bay” for the final segment. As stated above, the legally mandated lighted EXIT signs were one of the biggest immersion busters, when you’re supposed to be aboard a starship in space. Yeah, that just doesn’t work.

As part of this tour, we were also taken below the motion simulator, but we had to remain there for the duration of the entire operation of the motion simulator room. This is where the lion’s share of time was spent on this “Behind the Scenes” tour. I’d say we spent at least 8 minutes down below watching the craft rock and lurch. Because of the amount if time we had there, the tour guide was able to completely explained how this motion simulator worked. It was technically impressive, but the problem I had with this motion simulator is that it made no sense in the Star Trek universe. When riding around in a shuttle craft, the inertial dampeners would have reduced the motion of the craft so much that short of an intense blast, you wouldn’t be able to feel the motion of the craft at all no matter if it banked, dived or performed any other maneuver. In fact, the motion simulator’s motion was so sudden and so violent at times, even people with perfect backs and necks could still feel out of sorts after having ridden in this simulator. Anyone with a bad back should have completely avoided this “ride”.

I completely “got” that the attraction creators felt that need to have a “ride”, but that shuttle simulator was entirely the wrong choice for continued immersion. In fact, I don’t think this attraction even needed that “ride”. A standard movie theater modeled to look like a Holodeck would have been sufficient. They could have even had a few actors move in and through the Holodeck to “act” the final movie portion.

The Borg Invasion

Around the time the Behind The Scenes tour began (maybe a little before), the Star Trek Experience introduced a new show called the Borg Invasion. This show was even more of a letdown than the final motion simulator. In this one, you enter a room and you sit in a standard movie theater type seat. A 3D movie begins playing and the only thing that happens with this is a light motion to the seat itself. The seat cushion piece also goes up and down in addition to vibration.

The experience was, in fact, so bad compared to the original Experience that I find it hard anyone could have greenlit the idea. It was an average experience that was more akin to seeing a movie in a theater than having an experience. Even when the Borg Invasion began, the original Star Trek Experience continued to operate. You could still experience the transporter effect and visit the bridge.

The Overall Experience

The best part of the Star Trek Experience was definitely the transporter effect. It was so well done and so convincing that everything else around it pales in comparison. I do wish that they had given more thought to the story line around the show. The “being an heir to Picard” (or whomever) idea was such a stretch that it felt clumsy. Though, the sets, costumes and the primary effect were top notch. Even the downstairs shop area was particularly convincing as a set inside of DS9.

I do wish the original Star Trek Experience was still in operation somewhere. The show would need to be retooled a bit and perhaps updated for Discovery, but that transporter effect still boggles the mind as to how impressive it is (or was).

If you have visited the Star Trek Experience in the past, please recall your experience below in the comments. If you formerly worked at the Star Trek Experience, I’d like to hear from you as well. Please comment below. To avoid any copyright complications with Paramount or CBS, I am avoiding the use of any Star Trek imagery in this post. Please enjoy this post without Star Trek images.

↩︎

%d bloggers like this: